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- r = r or {}
- -- INDOORS NO_MOUNT CAVERN | DARK NO_LIGHTS | NO_MOB NO_FLEE NO_HUNT NO_GATE NO_RECALL | SAFEZONE NO_STEAL NO_BROADCAST | NOT_IN_GAME
- r.SETR_FLAGS = {
- ["DARK"] = 1, -- You will need a light source to see.
- ["NO_FLEE"] = 2, -- Prevents anyone fleeing into this room.
- ["NO_MOB"] = 4, -- Mobs will not wander through this room.
- ["INDOORS"] = 8, -- Turns off outdoor tick messages, no mounts.
- ["ARENA"] = 16, -- arena rooms only! "quit!" raises player.
- ["NO_STAB"] = 32, -- Players cannot backstab in these rooms.
- ["NOT_IN_GAME"] = 64, -- Use for offices/non-visitable rooms
- --[[
- NOTE: Teleport and peristrata wont go here, but peri also wont go to
- Valkyre or Lyme.
- ]]
- ["SAFEZONE"] = 128, -- Spells/scrolls/wands work,
- -- Push/stealing/aggro mob.
- ["NO_GATE"] = 256, -- Portals are impossible to/from this room.
- ["NO_BROADCAST"] = 512, -- No broadcasts are transmitted here.
- ["NO_HUNT"] = 1024, -- All forms of "hunt" will fail into and out
- -- of these rooms. Applies to Hunt, Shadowwalk,
- -- Ambush, and Track.
- ["LOST"] = 2048, -- ** Undefined ** DO NOT USE **
- ["LISTEN"] = 4096, -- Puts rom in arena zone to listen to fights.
- ["CHAOS"] = 8192, -- Players may kill each other players at will!
- ["UNAPPROVED"] = 16384, -- Room needs to be approved by a level 43+.
- ["NO_MOUNT"] = 32768, -- Mobs with spec MOUNT cannot enter.
- ["CAVERN"] = 65536, -- Same as indoors, but allows mounts.
- ["SPEC"] = 131072, -- Set when the room has a spec (e.g. Boats).
- --[[
- Used for Old Room Procs. Please use new
- room proc format (i.e. ADDPROC / DELPROC)
- to add and delete room procs. See
- ROOM_PROC for more information.
- ]]
- ["NO_TMP_OBJS"] = 262144, -- Temp objects are destroyed in these rooms.
- ["NO_RECALL"] = 524288, -- Recall / Teleport impossible from here.
- ["SALTWATER_FISHING"] = 1048576, -- Player can fish here (must be outside).
- ["FRESHWATER_FISHING"] = 2097152, -- Player can fish here too (must be outside).
- ["NO_HIDE"] = 4194304, -- Nobody can hide in this room
- ["ONLY_LOCAL_COMMS"] = 8388608, -- Only communications within room allowed
- -- e.g. say, ask, whisper, query, belch
- ["VAULT"] = 16777216, -- Should be marked for all player rooms
- -- and vaults.
- ["INNKEEPER"] = 33554432, -- Room has an innkeeper. *dont use*
- ["AUCTIONEER"] = 67108864, -- Room has an auctioneer. *dont use*
- ["GRAVEYARD_NEWB"] = 134217728, -- Room is part of the newbie death code. *dont
- -- use*
- ["COLISEUM"] = 268435456, -- Room is part of the coliseum.
- ["NO_LIGHTS"] = 536870912, -- Room is dark and light objects have no
- -- effect.
- }
- r.SETR_FLAGS2 = {
- ["NO_MOB_STEAL"] = 1, -- Cannot steal from mobs. Sets HP to 1
- ["GUILD_ROOM"] = 2, -- Can level in this room *dont use*
- ["OTHERWORLD"] = 4, -- Breeze Special - *dont use*
- }
- -- CITY FIELD FOREST HILLS MOUNTAIN DESERT SWAMP BEACH GARDEN ICE | OCEAN LAKE RIVER
- -- CEMETERY DUNGEON OFFICE MANMADE_TUNNEL SEWER MINE TEMPLE THRONE_ROOM LIBRARY TOMB STAIRWAY
- -- FLYING | UNDERWATER_OPEN OCEAN_FLOOR LAKE_BOTTOM UNDERWATER_CAVE UNDERWATER_CHANNEL
- r.SETR_SECTORS = {
- ["INSIDE"] = 0, -- [1] Inside something & underground. ** DO NOT USE **
- ["CITY"] = 1, -- [2] Outdoors portions of town
- ["FIELD"] = 2, -- [3] Flat, open areas, natural or not
- ["FOREST"] = 3, -- [4] Wooded areas
- ["HILLS"] = 4, -- [5] Non-flat terrain
- ["MOUNTAIN"] = 5, -- [6] Mountainous terrain
- ["WATER_SWIM"] = 6, -- [5] Water you can wade in ** DO_NOT_USE **
- ["WATER_NOSWIM"] = 7, -- [2] Requires a boat to enter room! ** DO NOT USE **
- ["FLYING"] = 8, -- [1] Requires fly spell.
- ["UNDERWATER"] = 9, -- [5] Requires waterbreathing spell. ** DO NOT USE **
- ["DESERT"] = 10, -- [6] Increases thirst/hunger.
- ["SWAMP"] = 11, -- [5] Swamps, muddy areas
- ["BEACH"] = 12, -- [2] Beaches
- ["GARDEN"] = 13, -- [2] Man-made kept-up gardens and lawns
- ["ICE"] = 14, -- [3] Ice pack or snow pack with little else
- ["CEMETERY"] = 15, -- [1] Outdoor graveyards
- ["OCEAN"] = 16, -- [5] Ocean surface
- ["LAKE"] = 17, -- [5] Lake surface
- ["RIVER"] = 18, -- [5] River surface
- ["UNDERWATER_OPEN"] = 19, -- [5] Underwater, not near the floor ** NEEDS WB **
- ["OCEAN_FLOOR"] = 20, -- [5] Bottom of the ocean ** NEEDS WB **
- ["LAKE_BOTTOM"] = 21, -- [5] Bottom of a lake, not so deep ** NEEDS WB **
- ["UNDERWATER_CAVE"] = 22, -- [5] Submerged natural cave ** NEEDS WB **
- ["UNDERWATER_CHANNEL"] = 23, -- [5] Submerged man-made channel ** NEEDS WB **
- ["CAVERN"] = 24, -- [3] Natural caves
- ["DUNGEON"] = 25, -- [1] Dungeons, prison cells, torture chambers
- ["MANMADE_TUNNEL"] = 26, -- [1] Man-made tunnels without any special function
- ["SEWER"] = 27, -- [2] Sewers
- ["MINE"] = 28, -- [2] Mines
- ["DWELLING"] = 29, -- [1] Generic room in a house
- ["BEDROOM"] = 30, -- [1] Bedroom
- ["LIBRARY"] = 31, -- [1] Library (large or personal) or study
- ["LABORATORY"] = 32, -- [1] for wizards, necromancers, or gnomes
- ["TEMPLE"] = 33, -- [1] indoor places of worship w/ accoutrements
- ["SHOP"] = 34, -- [1] a shop
- ["OFFICE"] = 35, -- [1] an office or similarly equipped room
- ["KITCHEN"] = 36, -- [1] kitchen
- ["ARMORY"] = 37, -- [1] armories, barracks, armor storage room
- ["TOMB"] = 38, -- [1] indoor burial place
- ["FORGE"] = 39, -- [1] forge or smithy, indoors
- ["STORAGE"] = 40, -- [3] closet/storage room, indoors
- ["BATH"] = 41, -- [1] bathroom or public bath
- ["BOAT"] = 42, -- [1] boat or ship, above or belowdecks
- ["RIVERBANK"] = 43, -- [2] on land next to a river, creek, or stream
- ["PADDOCK"] = 44, -- [3] animal pens, paddocks, etc
- ["THEATER"] = 45, -- [4] ampitheaters, athletic stadia, etc (outdoor buildings, essentially)
- ["DINING"] = 46, -- [1] dining rooms, pubs/bars, etc
- ["CLASSROOM"] = 47, -- [1] classrooms
- ["HALLWAY"] = 48, -- [1] indoor passages
- ["HOLLOW TREE"] = 49, -- [2] the interior portion of a hollow tree
- ["ROOFTOP"] = 50, -- [2] standing on top of a building
- ["DOCK"] = 51, -- [1] a dock
- ["RUINS"] = 52, -- [2] aboveground outdoor ruins
- ["UNDERWATER_RUINS"] = 53, -- [5] submerged ruins ** NEEDS WB **
- ["DUMP"] = 54, -- [2] pile of man-made garbage
- ["STAIRWAY"] = 55, -- [3] indoor and outdoor stairways/stairwells (use this also for stairs carved into cliffs, mountains, etc)
- ["VOLCANIC"] = 56, -- [6] lava plains, fumaroles, etc
- ["VOID"] = 57, -- [1] any room absent of mundane surroundings
- ["MOAT"] = 58, -- [2] moat surface ** REQUIRES BOAT **
- ["RIVER_BOTTOM"] = 59, -- [5] underwater in river/moat ** NEEDS WB **
- ["CLOUD"] = 60, -- [1] walking on solid cloud
- ["ICE_CAVE"] = 61, -- [3] caves under the ice
- ["THRONE_ROOM"] = 62, -- [1] anything with a throne in it
- ["CHARNEL_HOUSE"] = 63, -- [1] abbatoirs, rooms with corpses and parts
- ["TREE_CANOPY"] = 64, -- [3] climbing in the treetops
- ["MIDAIR_WINDY"] = 65, -- [3] flying inside of tornadoes, hurricanes, etc
- ["JUNGLE_RFOREST"] = 66, -- [4] Jungle or rainforest.
- ["DEEP_OCEAN"] = 67, -- [8] Deep in the crushing depths of an ocean ** NEEDS WB **
- }
- r.DIR_FLAGS = {
- ["ISDOOR"] = 1,
- ["CLOSED"] = 2,
- ["LOCKED"] = 4,
- ["NO_MOB"] = 8,
- ["INVIS"] = 16,
- ["NO_PICK"] = 32,
- ["WINDOW"] = 64,
- }
- --[[
- 1 ISDOOR Required for any opening/closing door.
- 2 CLOSED Door is closed (see immh Z_DOOR)...modifier for ISDOOR or
- WINDOW.
- 4 LOCKED Door is locked (see immh Z_DOOR)...modifier for ISDOOR or
- WINDOW.
- 8 NO_MOB Mobs can not use this exit (except followers)
- 16 INVISIBLE When door is closed the door it is invisible -
- (1) look (room) - FAILS
- (2) look (direction) - FAILS
- (2) search - SUCCESS (only a clue)
- (4) bounce (direction) - SUCCESS
- (5) scan - N/A
- DETECT: Perception, Echolocation
- EXAMPLE: A magicians door, An unusual door e.g. a panel in wall
- NOTE: As the door is only invisible you can still bounce off the door,
- and exit is visible when open
- 32 PICKPRF Thieves can't pick the lock when door is locked.
- 64 WINDOW You can look through it (see immh WINDOW).
- 128 EAT_KEY The door destroys the key upon unlocking.
- 256 HIDDEN When door is closed the door is obscured -
- (1) look (room) - FAILS
- (2) look (direction) - SUCCESS
- (3) search - SUCCESS (only a clue)
- (4) bounce (direction) - FAILS
- (5) scan - N/A
- DETECT: Perception, Echolocation, Sixth Sense
- EXAMPLE: A wall with seamless door (e.g. moria front door),
- or a door that isn't obvious e.g. a hole in a tree or plank in a fence
- NOTE: The exit is visible when open
- 512 NARROW Nothing weighing more than 50 lbs can squeeze through
- 1024 SILENT The door doesn't give open/close/lock/unlock to-room
- messages
- 2048 NO_SNEAK The door doesn't allow people to sneak through it
- 4096 NO_PHASE_DOOR The 'phase door' spell will never use this exit. (It
- also won't use locked exits).
- 8192 NO_FOLLOWER mobs can't use this exit if they ARE followers.
- 16384 NO_SCAN When door is open you can't scan through it
- (1) look (room) - FAILS
- (2) look (direction) - SUCCESS
- (3) search - SUCCESS
- (4) bounce (direction) - SUCCESS (wont bounce will enter)
- (5) scan - FAILS
- DETECT: Perception, Echolocation, Sixth Sense
- Example usage: Wall of illusion, vines hanging across entrance, hanging
- curtain
- NOTE: This flag has no impact on closed doors - SEE INVISIBLE or HIDDEN
- 32768 EX_NOZONEKEY Prevents zone keys from working on this door
- NOTE: To close/lock doors you are required to use 'Zone Commands'
- these become available at level 42. The door zone command will close
- and/or lock it every time the zone is reset. Setting the CLOSED/
- LOCKED flags on a door manually is a waste of time unless you only want
- a door to be closed at the start of the game.
- #
- ]]
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